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TS3/TSM: The Pudding / Pudding Factory / Re: GOOD worlds that incorporate ALL EPs.
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on: 2012 August 01, 01:25:09
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If anyone wants a colorful little pre-populated one-chunk world, you can haz. This isn't built for gigantic, generations-long legacy games; it's better as a refresher between big games. I have an odd issue with computers in this world turning unselectable after a few minutes of play, which is likely an undiscovered tightness of pants, but please let me know if you see it, too. Portals to underground rabbitary facilities require the rugs by Jynx. Using the NRAAs Traffic mod with delta set to -5 or so is recommended to get rid of random traffic (click the rug in the building nearest the flagpole for settings). The world uses all EPs, all SPs except the Katy Perry one, and no store items. Download
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 December 23, 03:20:15
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You might have better luck exporting the terrain to a graphics editor and making changes there. If you copy a slice of the circle that works, you can rotate/paste until the whole circle is uniform and then import the terrain (making a new save first). Gradients made in Photoshop don't transfer as smooth terrain, but copying a part that you have already smoothed should work better.
I would love to utilize your suggestion, but unfortunately I'm a noob in that department. I don't really understand how to import terrains to a graphic editor, and that whole process you explained. If you can maybe explain it in a bit more detail, I might be able to understand and try that. But anyway, I have uploaded the world for anyone to test out and see if they can get it to work. http://www.mediafire.com/?7p8464c2cj9z9p9In CAW, look under the Terrain menu tab and choose Export Height Map. You can edit the height map in the graphics editor and then import it back into the game, preferably into a fresh save in case the new map knocks around items you have already placed. Bridges may need to be clicked to reconnect them to roads after a new map is imported. If you're not experienced with a graphics editor, it's worth learning. Lifehacker has a great Night School series on Photoshop. For the time being, if you want to post your exported height map, I'll give it a whirl and see if my suggestion actually works. Hand-holding may not be encouraged here, but it's nice to see signs of life in this thread. It's disappointing that MATY hasn't shown much interest in CAW as we have a shortage of creatively nefarious worlds. Not that it matters much for the time being, because Skyrim.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 December 22, 00:04:03
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You might have better luck exporting the terrain to a graphics editor and making changes there. If you copy a slice of the circle that works, you can rotate/paste until the whole circle is uniform and then import the terrain (making a new save first). Gradients made in Photoshop don't transfer as smooth terrain, but copying a part that you have already smoothed should work better.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2011 November 06, 08:25:56
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Pop cap 0 (disabled), lots were furnished with AwesomeStory in mind (link here). It used to work pre-Pets with the very same setup and neighborhood files. It says absolutely nothing when running the command, tried with AwesomeDebug on and it said nothing either. Same here. I have a pop cap of 500, but had just entered a fresh test 'hood with about 20 houses. All have beds; none have cribs. The game accepts the command (no error) without actually doing anything.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Infinite butlers
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on: 2011 October 15, 08:01:47
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I'm having a very similar issue, except it involves all sims (even chosen etc) who happen to be entering or leaving a rabbithole. They all get stuck outside on the path and by the time I notice there could be 20 or so starving to death and pissing themselves.
It has happened to me 3 times now at three seperate rabbitholes. The only way I've been able to fix it is using reset sim for every sim that is stuck. When they are all removed I then have to go into build buy and move the rabbithole slightly, if I don't move the rabbithole more sims end up getting stuck in the same place too.
Any help would be much appreciated!
Rabbithole pileups can usually be fixed by making sure the ground under the rabbithole and near the doors is flat and leaving more space for routing between the rabbithole doors and the world at large. I've had sims pile up five squares wide and two squares deep at the edge of a lot, apparently in great fear of taking that single step forward into freedom. The butler issue does seem like a different problem, unless a routing failure is causing the game to keep trying with new butlers. A routing issue might explain why interacting with one of them cleared out a space. If the butler convention reconvenes, moving the lot and nearby items in Edit Town so routing is recalculated might do the trick.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 September 04, 02:23:54
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I've tried using task manager to give the exe more memory access, but that doesn't seem to work either. Did you follow the LAA instructions for the CAW executable? I have a feeling you may have thought setting priority would do it; not so much. Also, try leaving EIG open and in focus when saving, if you aren't already. Alt-tabbing to a browser or such inevitably makes my saves fail.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 July 01, 15:18:24
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I've finally found the courage / gotten bored enough with regular play to try to create my own world. I keep bumping head first into one particular problem, though: After a while the world file refuses to open in Game Edit. The green bar goes all the way to the right except a last millimeter, and then the load screen simply halts there forever. As far as I can tell, the issue is related to having placed houses on empty lots in Game Edit previously, but even if I make sure that there are no such 'clones', it stalls on me eventually. Surely there must be a work-around or fix for this, or at least some sort of indication of what I am doing wrong.
I am using no CC in building my lots, so I highly doubt that this is a case of tight pants. All patches are up to date, and all EPs are installed.
Check the MTS help section for DEP and LAA information, and make sure DEP settings are applied to both the current game executable and CAW. Saving the CAW file under another name every so often also seems to help things run smoothly.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Various problems with saving new custom world and launcher.
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on: 2011 June 06, 17:28:28
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I get EIG save errors if I minimize the window for even a moment during a save; redoing it with the window in focus generally works. I've also noticed that wiping out the saves folder and making a fresh one often does the trick when "save as" doesn't. I'm not going to claim these aren't mere superstitions, but they're simple enough to try and have coincided with successful saves most of the time.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 February 08, 08:03:47
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Well I'm now officially pissed. I spent the last 3 weeks working on my neighbourhood, I finally completed it last night. Well I installed it, it took about 1 hour or so for it to actually LOAD into the neighbourhood when it was generating everything. The biggest issue though, is that the game is incredibly laggy, it takes about 5 minutes or more for it to load items in the catalog. Scrolling and general movement is incredibly laggy too. I read somewhere that it had to do with using lots in EIG, but I am not entirely convinced. Any ideas?
What have you already done to try to resolve the problem? You've probably already taken these steps, but maybe something will spark a solution. The long loading time suggests it may be a CC issue, not a CAW issue. Is there any CC in this world that hasn't been checked by running Process Monitor during startup? I've yet to have an problem with loading times that wasn't a bad package spinning its wheels. Also, if you had CC in the CAW framework, make sure those items are available to the game when it loads the completed world. To check for a routing issue, I'd look for holes in the unroutable areas (huge cause of lag), view and check routing around the cliffs and trees, and mark the whole forest off-limits (for testing, if not permanently). Make sure trees are clustered, and that the narrow region between road and unroutable cliff is well defined with no overlap. If you route-painted the cliffs after adding the roads, it might be worth moving the road segments to make sure no routing paint snuck under there, and make sure the bridges are clear. Be sure to rebuild routing right before exporting the world. For what it's worth, I've added, deleted and moved lots in both CAW and EIG with no issues. The city I'm working on now is huge and offers plenty of opportunity for problems to surface. I export the world a few times along the way and play it, making and changing lots in a game save and then inserting them into the next CAW-EIG session. Adding lots in the actual game might be an issue post-export, but pre-export, rebuilding routing in CAW should do the trick. By the way, are you making a pre-populated world, or starting empty? It could be relevant to the lag issues, but mainly I'm curious.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances
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on: 2011 January 30, 02:13:56
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I appreciate any help I can gain from anyone regarding the following issue I am having.
The issue I am having is that I am trying to work out a way to create a river leading off into a waterfall which lands into the ocean. This is a screenshot of what I am aiming at: [snip]
The problem is that I cannot get water where the "River" is as CAW does not allow me to place any more water there, unless I am missing something. I tried to Edit in Game and create a lot over the "River" to be able to create the river, but it didn't like that and ended up looking too broken, or it would automatically lower the water level (stupid EA).
Any ideas or tips on how I can accomplish this would be lovely.
Check out this thread at MTS. You may be able to use the existing river pieces in the same fashion, if you place one as described in post 26.
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TS2: Burnination / The Podium / Re: Failed to find directx 9 compatible adapter
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on: 2010 October 30, 18:39:18
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This is an error that pops up within seconds of double-clicking the startup icon. I can see how triggering the screen saver might be problematic if the game were taking half an hour to load all my CC or something, but this error pops right away.
Whoops, yes, I was remembering Lerf's comment about reading a book when it loads and attributing it to you. Sorry about that.
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TS2: Burnination / The Podium / Re: Viewing Hair/Clothing Without In Game BootUP
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on: 2010 August 18, 03:38:47
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It seems as though most of the negatives of using BodyShop for this purpose are easily resolved by loading the program with only the new stuff in the Downloads folder. Loading time will be reduced, there won't be as much to sort through, and there is no chance of deleting something already in use in a neighborhood.
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TS2: Burnination / Oops! You Broke It! / Re: Refurbishable Car Error
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on: 2010 June 02, 19:21:48
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Is there anything blocking the area surrounding the car? This garage had plenty of room to work on the car, but would throw an error on the final step (leaving my sim with an interesting stuck effect that made me wonder when he'd taken up smoking). I moved the car to a wide open space and it could be completed.
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TS2: Burnination / The Podium / Re: The "Where Can I Find This CC?" Thread - Because you fail at Google
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on: 2010 May 11, 19:22:55
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For a while now I've been searching for a mod that changed where the light from the game's sun came in on the lot. Instead of from the back, it would change it so that it would be shining down on the front of the lot. I remember seeing it a year ago or two, and I didn't download it but I told myself to remember to download it another time. Unfortunately, I never remembered, until now, and after searching 'light', 'sun', 'front', 'sunnier' and combinations of those words on MTS2 (where I remember seeing it), it gave me results that weren't what I was looking for. I also searched on Google, 'sunnier lots TS2' and other phrases to do with light and sun on TS2, and didn't get much result from that either. A few weeks ago I also searched for it, but I never got much from that. I also searched on MaryLou's profile on MTS2 (because I thought that she had made it), but it looks like that she didn't make it. If anyone knows who made it, give me a shout out, please! I'm not sure there is a mod that does this, but you might be thinking of MaryLou's mini lots that were edited by aelflaed to have the sun at the front. Check her profile here and look for the Sunnyside lots - there are several flavors, including a few I just noticed - yay! There will probably be something helpful in the descriptions or comments.
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TS2: Burnination / The Podium / Re: Stretch Skeleton Mod? Is this possible?
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on: 2010 March 16, 16:49:09
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Wasn't there a batch processing script added to SimPE to update objects to Pets, or something along those lines? Maybe you could work out something similar to batch process your Sims through SimPE - read the age in days and assign heights accordingly.
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